/Engine/Source/Runtime/AIModule/Classes/AITypes.h
struct FAIMoveRequest
float
AcceptanceRadius
Pathfollowing: required distance to goal to complete move
uint32:  1
bAllowPartialPath
Pathfinding: allow using incomplete path going toward goal but not reaching it
uint32:  1
bApplyCostLimitFromHeuristic
Pathfinding: if set - the pathfind query cost will be limited based on the heuristic between the start and end location (c.f. CostLimitFactor and MinimumCostLimit).
uint32:  1
bCanStrafe
Pathfollowing: keep focal point at move goal
uint32:  1
bInitialized
Move goal is an actor
uint32:  1
bMoveToActor
Move goal is an actor
uint32:  1
bProjectGoalOnNavigation
Pathfinding: goal location will be projected on navigation data before use
uint32:  1
bReachTestIncludesAgentRadius
Pathfollowing: acceptance radius needs to be increased by agent radius (stop on overlap vs exact point)
uint32:  1
bReachTestIncludesGoalRadius
Pathfollowing: acceptance radius needs to be increased by goal actor radius
uint32:  1
bRequireNavigableEndLocation
Pathfinding: if set - require the end location to be linked to the navigation data
uint32:  1
bUsePathfinding
Pathfinding: if set - regular pathfinding will be used, if not - direct path between two points
float
CostLimitFactor
Pathfinding: this multiplier is used to compute a max node cost allowed to the open list (cost limit = CostLimitFactor*InitialHeuristicEstimate)
TSubclassOf<UN...
FilterClass
Pathfinding: navigation filter to use
TWeakObjectPtr<...
GoalActor
Move goal: actor
FVector
GoalLocation
Move goal: location
float
MinimumCostLimit
Pathfinding: minimum cost limit clamping value (in cost units) used to allow large deviation in short paths
FCustomMoveShar...
UserData
Custom user data: structure
int32
UserFlags
Custom user data: flags